Wednesday, November 11, 2009

Game Review on Dragon Age: Origins

November is looking like a conflagration of priorities hitting home with an upstart of a train schedule. Does public transportation not run on time? Public transit systems running on time is what Mussolini sold Italy on to fight for the losing side of World War II. Not that anyone could tell what the outcome of World War II would be at the time. The trains are quite important, no exaggeration! Imagine getting fired for always having been on time, for the government-sponsored transportation that won't show! In lieu of keeping things going, its time to toss in another gaming review.

Dragon Age: Origins. Holy smokes.

I am going to 'mass-acronym' and reference to many potentially unfamiliar games and storylines for the next few paragraphs, beware. Dragon Age: Origins (DA:O) is a Dungeons & Dragons (referred to as D&D) Role-playing Game (RPG). Not to be confused with a massively multiplayer online game (MMO; MMORPG), this is a single player tactical adventure.

Game designer Bioware is known for creating adventures with high quality graphics, seamless interface controls and extremely well designed storylines. Bioware is the maker of very many RPGs including: the Baldur's Gate series, the Neverwinter Nights (NWN) series, Jade Empire, Mass Effect, and others.

DA:O is strikingly similar to the NWN2 interface, with the graphical scenery of Elder Scrolls IV: Oblivion (Oblivion; a similarly typed game by Bethesda Softworks) and the playstyle of Guild Wars (a competitive MMORPG with a similar ability usage structure).

Dragon Age: Origins is a highly original adventure, filled with devastating challenges of a well-sized variety amounting to what might as well be an inconceivable plethora of content to overcome. Yes, after getting to a certain point in the plotline many hours into the game and reading the achievement monitor displaying what was an eternal struggle as "24% Complete", I decided that this was, with hardly an argument left, the most intense RPG adventure I'd ever come across. I have been the proverbial wrecking ball of destruction, only to find I've not been chipping away at some massive skyscraper, but rather a bloated countryside, chock full of them. "Holy smokes."

The meaning behind such a landslide of material is that not only will this provide entertainment for hours on end, spanning some impossible-to-calculate dreadnaught of elapsed time to completion, but that little kid inside me who's conquered all the previous computer baddies said, "Whoa, this thing's gotta go down." which hasn't happened since Baldur's Gate 2.

The amazing part? DA:O is low- to non- fatiguing content. The plotline is laden with intrigue, options of all types, and it's constantly restructuring terrain, sub-plot and opposition. Ambushes are everywhere. 'Stuff' is everywhere. And best of all, the characters are interesting.

The typical RPG is like a guy walks into a bar joke, except the adventurer party walks into a room and the bad guys aren't the ones laughing. Unless its Irenicus from Baldur's Gate 2, though he's not much of a laugher. More to the point, these characters talk amongst themselves without impeding progress, they have tactical menus to customize their 'auto-pilot' combat orders, they have rewards or penalties for treating them better or worse, and the player may level them up all themself, meaning they all inevitably do battle in the way decided ultimately by the player. If the player prefers every 'mage' class character to all cast fireball at once at the start of every battle, that is not an issue.

The class roles are substantially different from every other game thus far made, possibly indicating a groundbreaking moment in the RPG genre or also possibly just something well-made and enjoyable that stays where it is. There are only three classes, warrior, rogue and mage, which is where the similarity ends. Despite this being limiting, each class has 4 specializations, meaning a rogue could potentially be designed as an assassin, bard, archer or duelist. With the game mechanics, that rogue could actually be two of those specializations. Note that there was no healer class, meaning the mage class serves this purpose by making use of 'creation' magic abilities. A skill point every level decides what kind of abilities the character will actually have, though more may be purchased through semi-rare expensive tomes sold from vendors throughout the realms. They are quite expensive as compared to the extraordinarily dismal level of income accrued in the first quarter of the main plotline.

There is a monument of information to gather. The main character also stores with them a codex. The codex is a sort of encyclopedia scantron pocket database that every single piece of literature run across becomes assimilated into. Every single book, scroll, or scrap of paper yields experience and reference that the player may peruse at any time. There is in fact so much information that it would be impossible to have read every piece without having spent the amount of time required to read the veritable paperback novel, all in dissimilar scraps of indexed paraphenalia. It does provide a lot of background, as the game environment has been struck from original 'scratch' and must therefore be explained.

Yes, this is quite the adventure. I have to admit it was of a bite a bit more chew than I expected for such. I rate this as a must play for all fans of the RPG genre. I do not expect to be done with this seemingly insurmountable deluge of tediously crafted content anytime soon. I will however, continue to keep chipping at it with my eclectic mage Daylen somethingorother (generic random name generator choice) of 14 levels and possessed of enough destructive magic to make even a dragon envious. Oh yes, and there are dragons.

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